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User Experience Design MSc

Mode Duration Attendance Start date
Full time 1 year Mixed, including block and day/evening sessions; estimated 50 days on site per year January 2020
September 2020
Full time 2 years including professional placement Mixed, including block and day/evening sessions; estimated 50 days on site per year plus placement year January 2020
September 2020
Part time 2–3 years Mixed, including block and day/evening sessions; estimated 25 days on site per year January 2020
September 2020

Choose Kingston's User Experience Design MSc

The aim of this course to equip you with the behavioural theory, design practice and technology know-how that is necessary for a career as interaction designer, usability engineer, user researcher, or head of user experience. It focuses upon the analysis, design, prototyping and evaluation of multimedia, multi-modal, and multi-platform user interfaces that are easy to use and support a great user experience.

Key features

  • This course was developed in consultation with our industry panel, which includes Sony Computer Entertainment Europe, DreamWorks and Samsung Design Europe. We are also an active member of TIGA, the British Interactive Media Association (BIMA) and support the User Experience Professionals' Association (UXPA UK).
  • Technical facilities include a Tobii eye tracker, Noldus FaceReader and Morae usability testing software, editing suites, moving-image studios and 3D workshops.
  • This course was accredited by the British Computer Society (BCS), The Chartered Institute for IT in 2012.

What will you study?

You will have the opportunity to:

  • take the role of a user experience (UX) designer/analyst in an interdisciplinary team of students from across the Digital Media Kingston programme, and use industry-standard techniques to deliver on time;
  • learn about fundamental User Experience activities – analysis, design, prototyping and evaluation – in the context of practical projects. Projects are selected in consultation with students (and mostly individually), so that you can tailor your degree towards the industry sector, technology or job role that suits your interests and ambitions;
  • consider user experience in relation to cutting-edge technologies (big screens, tablets, smart phones, context-aware embedded devices and multi-modal games console), current industry trends (big data, multi-channel services, digital lifestyles), and contemporary theory (cognition ‘in the wild', usability vs experience);
  • explore at least one kind of specialist practice in depth, to further distinguish and focus your learning, and practice track record;
  • learn how to present yourself to potential employers through your online professional presence and portfolio; and
  • work with industrial hosts, and research-active academics to produce excellent, professional pieces of work that push the boundaries of current understanding and achieve design innovation.

Visit the course director's blog for more information about this course.


Mock-ups, functional prototypes, demos, videos, presentations, design documents, essays. 

All taught modules are project-based and assessed by practical coursework. Typically, this involves an in-class presentation for formative feedback mid-way through a teaching-block ('term'), followed by project deliverables at the end of term i.e. as appropriate, project proposals and strategies, personas, user journeys, task models, styleguides, low-fi/mid-fi/hi-fi prototypes, styleguides, and evaluation reports.  Project deliverables are typically accompanied by a design report, which relates project processes and decision-making, and/or explains the final design.   

In the majority of modules, the coursework topic and project strategy are selected by students, in consultation with module staff and in the light of the student's existing skills, portfolio and intended destination. In the digital studio practice module, students are assigned to a multi-disciplinary groups, and asked to respond to a set creative brief.

See examples of the work produced by students.

Work placement scheme

Many postgraduate courses at Kingston University allow students to do a 12-month work placement as part of their course. The responsibility for finding the work placement is with the student; we cannot guarantee the work placement, just the opportunity to undertake it. As the work placement is an assessed part of the course, it is covered by a student's tier 4 visa.

Invoicing on the placement courses occurs in two stages: The standard course fee is payable in year 1 with the placement fee invoiced in year 2. For example, students starting in September 2018 would therefore be charged the placement fee of £1,230 in September 2019. Similarly, students commencing the course in September 2019 will be invoiced the placement fee in 2020 (provisionally £1,350).

This amount will only be charged to your account after you find a placement and are enrolled on the module. You will not be charged this fee if you do not complete your prior modules successfully or manage to secure a work placement.

Find out more about the postgraduate work placement scheme.

Course structure

Teaching on this course usually takes place in 2 separate specific week blocks (Monday to Friday 9am – 5pm). For further details please contact

The course comprises four taught modules and a final project:

Semester 1

  • This module focuses upon the usability testing, detailed design and prototyping of single-user interaction with data-intensive, web services and applications via the desk-top, particularly for information seeking and shopping. The emphasis is upon quantitative measurement for optimisation and efficiency, effectiveness and satisfaction.

    • Coursework: usability test report, prototype, presentation
    • Schedule: allow approximately two one-week blocks in the first semester
    • Class size: approximately 20–30
    • Staff: Dr Martin Colbert
  • You will work with a multidisciplinary group of students as appropriate for your course (User Experience Design MSc, Game Development (Design) MA, Game Development (Programming) MSc and Computer Animation MA); involved with the digital media production process in response to a project brief developed in consultation with the industry panel and/or research staff. Projects concern contemporary platforms, such as iPhone, Android, Windows, Playstation, Xbox and Next Generation controllers and innovative input devices. You also develop a professional profile (online CV/portfolio) fitting for your role and intended destination which you maintain throughout the course.

    • Coursework: report, prototype, and presentation (group and individual)
    • Schedule: allow one weekday per week in the first semester
    • Class size: approximately 20–30
    • Staff: course staff

Semester 2

  • This module focuses upon user research, participatory design and prototyping for new interaction concepts, particularly those for multi-user or multi-modal interaction with media-rich information sources for personal and ubiquitous computing platforms. The emphasis is upon qualitative insight and creativity for user engagement and persuasion across the end-to-end user journey, particularly in mobile contexts.

    • Coursework: design report, prototype, presentation
    • Schedule: allow approximately one day a week in the second semester
    • Class size: approximately 20–30
    • Staff: Dr Martin Colbert
  • This flexible module gives each you the chance to develop your unique interpretation of professional practice that captures your specific interests or niche within your course field.

    • Possible specialisms for User Experience Design include: information architecture, web prototyping (Javascript, HTML, CSS etc), mobile-user testing, remote user research, visual design, interaction design, content strategy, service design, branded Ux and information design.
    • Possible specialisms for Games Development (Programming) include: tools and plug ins; pathfinding algorithms; graphics programming; physics; game server backends; traffic/flocking/crowd AI.
    • Possible specialisms for Games Development (Design) include: concepts; mechanics; levels, narrative; gameplay; world and system design; interface and navigation; casual, serious and game studies.
    • Possible specialisms for Computer Animation include: storyboarding; character development; visual narrative; match moving; lighting; art; environments; levels and props; motion capture; rigging; particles, dynamics and fluids; tools and plug ins.
    • Coursework: design report, artefact (video, prototype, design documentation, or empirical data as appropriate), presentation
    • Schedule: allow approximately one weekday per week in the second semester
    • Class size: approximately 20–30
    • Staff: course staff

Final project (June to September)

  • This module relates the work of the course to a practical solution and demonstrates skills in defining, analysing and developing a substantial solution to an individually defined user experience design-related problem. You will be guided and supported in your choice of project by course tutors and this will be informed by individual career and personal development planning undertaken during the preparation of the proposal.

    • Assessment: Three kinds of project are possible – Practical Project and a 3–5,000-word report; Thesis 12–15,000-word report; and Management Project Report (10,000 words).
    • Schedule: allow approximately fortnightly supervisions for four months (or equivalent)
    • Staff: course staff

You will have the opportunity to study a foreign language, free of charge, during your time at the University as part of the Kingston Language Scheme. Options currently include: Arabic, French, German, Italian, Japanese, Mandarin, Portuguese, Russian and Spanish.

We aim to ensure that all courses and modules advertised are delivered. However in some cases courses and modules may not be offered. For more information about why, and when you can expect to be notified, read our Changes to Academic Provision.

A copy of the regulations governing this course is available here

Details of term dates for this course can be found here

Contact our admissions team

Submit an enquiry

020 3308 9931*

*Calls cost 7p per minute from a UK landline plus your phone company's access charge. Calls to this number from mobiles are normally deductible from your inclusive minutes.


Contact our admissions team

Submit an enquiry

020 3308 9931*

*Calls cost 7p per minute from a UK landline plus your phone company's access charge. Calls to this number from mobiles are normally deductible from your inclusive minutes.


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The British Computer Society (BCS) accredits this course which means you may be able to gain exemptions from some BCS professional examinations.

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